83,675 research outputs found
Grounded Technology Integration: Physical Education
Physical education teachers today are expected to have a deep understanding of how educational technologies can assist students in linking specific physical fitness knowledge and concepts to measuring,interpreting, and prescribing appropriate fitness activities. Using digital tools, such as pedometers, heart rate monitors, and exercise games, in physical education classes can provide creative and motivating ways to engage in and monitor physical activity. But how can we best choose and integrate these tools into physical education teaching
Active Game-Based Solutions for the Treatment of Childhood Obesity
[EN]Obesity is one of the biggest health problems globally that, together with sedentarism,
requires solutions that increase the enthusiasm towards physical activity. Therefore, this paper describes
two solutions based on active games using the Kinect sensor and biometric sensors, designed
for the outpatient treatment of childhood obesity. The solutions were applied in an intervention
program based on active video games and motor games, developed with children in treatment for
childhood obesity. An ad hoc questionnaire was used to assess the level of satisfaction, fun, learning,
and behavior changes in the children of the experimental group that developed the intervention.
The results showed a high index of satisfaction with the intervention program, as well as with the
games developed. It is concluded that active video games and group games are highly motivating
and can promote behavior change towards healthier life habits in children
Exploring Exer-Walls as a Healthy Alternative to Paywalls in Mobile Games
Modern mobile games implement paywalls, a monetization strategy which can frustrate players by forcing them to either wait or pay to continue playing. Our survey results found paywalls to reduce player retention and overall rating. In this project, we explored improving paywalls by replacing waiting for paywalls with step goals. This creates a new form of paywalls called exer-walls, which aim to encourage physical activity. We designed and developed a mobile game called Laser Planets to test exer-walls, and found them to be successful both in reducing frustration and motivating physical activity. Experimental evaluation demonstrated the feasibility of exer-walls as a potential replacement for today\u27s current paywall model
Younger adolescentsâ perceptions of physical activity, exergaming, and virtual reality:qualitative intervention development study
Background. Novel strategies to promote physical activity (PA) in adolescence are required. The vEngage study aims to test whether a virtual reality (VR) exergaming intervention can engage younger adolescents (13-15 year old) with physical activity.
Objective: This study aimed to gather adolescentsâ views of using VR to encourage PA and identify the key features they would like to see in a VR exergaming intervention via interviews.
Methods: Participants were recruited through two schools in London, UK. Semi-structured interviews were conducted with adolescents about their views on PA and what might work to increase PA, technology, knowledge and experience of VR, and desired features in a VR exergaming intervention. Data were analysed using Framework Analysis.
Results: 31 13-15 year olds (58% female, 62% from non-white ethnicities) participated in this interview study. The vast majority had no awareness of government PA recommendations, but felt they should be more thoroughly informed. All participants were positive about the use of VR in PA promotion. Rewards, increasing challenges and a social/multiplayer aspect were identified by participants as crucial aspects to include in a VR exercise game. Barriers were related to cost of high-end systems. Being able to exercise at home was very appealing. VR exergaming was viewed as a way to overcome multiple perceived social and cultural barriers to PA, particularly for girls.
Conclusions: Key elements that should be incorporated into a VR for health intervention were identified and described. These also included the use of rewards, novelty and enjoyment in immersive game play, multi-player options, real-world elements, as well as continual updates and new challenge levels. The use of VR to promote PA in adolescents is promising, but some barriers were raised
Tama tĆ«, tama ora. tama noho, tama mate â central. A report on the health and physical activity status of a sample of NgÄti Raukawa, MuaĆ«poko and Rangitaane iwi
Report commissioned by Te Puni KĆkiri to describe the health and physical activity status of MÄori who affiliate with NgÄti Raukawa ki te Tonga, MuaĆ«poko, and Rangitaane iwi in the Manawatu regionThis report was commissioned by Te Puni KĆkiri in an attempt to determine what the health and physical activity levels of MÄori from NgÄti Raukawa ki te Tonga, MuaĆ«poko, and Rangitaane were. Other objectives included determining a) the awareness of physical activity benefits, b) the enablers to physical activity, c) the barriers to physical activity, and d) types of health services being delivered and accessed by MÄori from the 3 iwi groups.Te Puni KĆkir
Full-body motion-based game interaction for older adults
Older adults in nursing homes often lead sedentary lifestyles, which reduces their life expectancy. Full-body motion-control games provide an opportunity for these adults to remain active and engaged; these games are not designed with age-related impairments in mind, which prevents the games from being leveraged to increase the activity levels of older adults. In this paper, we present two studies aimed at developing game design guidelines for full-body motion controls for older adults experiencing age-related changes and impairments. Our studies also demonstrate how full-body motion-control games can accommodate a variety of user abilities, have a positive effect on mood and, by extension, the emotional well-being of older adults. Based on our studies, we present seven guidelines for the design of full-body interaction in games. The guidelines are designed to foster safe physical activity among older adults, thereby increasing their quality of life. Copyright 2012 ACM
âWho cares about fireworks?â â A Study on Digital Coaching, Gamification and Exercise Motivation
Digital coaching systems offer users support in their physical training through insights and advice based on the individualâs activity data. Often these systems utilize gamification mechanisms to motivate users. In this study we conduct interviews with digital coaching users to understand how digital coaching systems are used to motivate physical activity, what kind of a role gamification plays, and how digital coaching systems should be developed further to better motivate users. We find that data itself is more motivating than gamification mechanisms, that players use data to play their own, internal games; and that data is also used for social purposes. We find that the benefits from digital coaches today are limited and mainly related to accurate exercise tracking and visualization of user data. Gamified elements are used on a low level and not perceived as value-adding by the users; deeper understanding of motivation theory and promoting intrinsic motivation is needed
Endogenous fantasy and learning in digital games.
Many people believe that educational games are effective because they motivate children to actively engage in a learning activity as part of playing the game. However, seminal work by Malone (1981), exploring the motivational aspects of digital games, concluded that the educational effectiveness of a digital game depends on the way in which learning content is integrated into the fantasy context of the game. In particular, he claimed that content which is intrinsically related to the fantasy will produce better learning than that which is merely extrinsically related. However, this distinction between intrinsic and extrinsic (or endogenous and exogenous) fantasy is a concept that has developed a confused standing over the following years. This paper will address this confusion by providing a review and critique of the empirical and theoretical foundations of endogenous fantasy, and its relevance to creating educational digital games. Substantial concerns are raised about the empirical basis of this work and a theoretical critique of endogenous fantasy is offered, concluding that endogenous fantasy is a misnomer, in so far as the "integral and continuing relationship" of fantasy cannot be justified as a critical means of improving the effectiveness of educational digital games. An alternative perspective on the intrinsic integration of learning content is described, incorporating game mechanics, flow and representations
The Contribution of Nintendo WiiÂź in childrenâs motricity
The increasingly visible sedentarism in the children of our current society is a problem that has been worrying the Childhood Educators. Taking into account the advancement of technology and the fact that children in today's activity rooms are considered as Digital Natives, we intend to introduce the Nintendo WiiÂź into the motor activities developed by children in order to verify their contribution to children's motor skills. To this end, the objectives of this study focused on the promotion of digital resources in activities related to motor expression; the analysis of the effect of the practice of motor activities performed with Nintendo WiiÂź and the identification of changes in children's motor development, namely in the analyzed variables, balance, laterality, body notion and global praxia, resulting from practice in the environment virtual. The present investigation was developed in the Supervised Practice in Pre-School Education, in a group of children between the ages of 4 and 5 years. In this investigation the qualitative and quantitative paradigm was combined. A mixed qualitative approach was also developed, combining action research and exploratory case study, due to the uniqueness of the study. For the collection of data, several instruments and techniques were used: participant observation, field notes, audiovisual media, BPM, semistructured interview and questionnaire surveys. The
implementation was developed in seven sessions, in which the children of the experimental group used the Nintendo WiiÂź and its accessories (Wii Remote and Balance Board). After the due analysis of all the collected data, we can conclude that the Nintendo WiiÂź contributes significantly in the children's motricity, that is, in the improvement of motor skills. It is noteworthy that the accomplishment of motor activities with the Nintendo WiiÂź generated in the children spontaneous collaborative spirit; healthy competition, because what mattered
was the accomplishment of motor activities and not exactly the gain of points, and the punctuation emerged as a motivating element in terms of people, giving rise to greater feelings of selfesteem.info:eu-repo/semantics/publishedVersio
- âŠ